Which To Max

masakerr

Diabloii.Net Member
I don't max any curses or golems. What you SHOULD max depends upon your build and I would highly recommend you look at the guides. Those folks did a lot of work on them and they are good and sticky'd for a reason. If you need to tweak the build guide to suit your preference, then by all means do so.

good luck

Masa
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
Relive The Stupidty said:
Which would u choose?
It would help if you would list the intended build or special variant you are trying to make.

Although I must say that so far I agree with the posters. Both aren't worth maxing unless you aim for a specific novelty build.
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
Relive The Stupidty said:
uh..PvM skelies/revies
So you are going for the standard Skelliemancer. Then I would advise against maxing a Golem or Amp.

The Golem will often not even reach his target, because you have so many minions. Against bosses he is used to slow them down. Recasting in that situation is very easy. Most people find that their Golem is strong enough with 1 point and +skills. The exception to this rule is IG. He can use some extra points in GM to up his life and make him a bit more sturdy, but I would classify that as a novelty type. If you want to go with an IG build, plan accordingly.

Amp only increases radius with extra points spend. You can probably get some +curses or generic +skills to beef your curses. If you find that the radius is too low you can put in a few more points, but I find them wasted.
 

Myrakh-2

Diabloii.Net Member
Mad Mantis said:
If you find that the radius is too low you can put in a few more points, but I find them wasted.
While I generally agree with that, some people like to increase their amp radius to match their CE radius, which makes it easier to amp all monsters that CE might hit. I just furiously amp around the whole screen to achieve the same effect.

I already have a few unused skillpoints now; increasing amp radius is probably one of the lowest options on the candidate list. Still higher than increasing golem skills, though :)
 

Invictus_Dominus

Diabloii.Net Member
If you can manage to get ahold of the runes for Venom, then PD would be a better choice for your remaining skills. If you can get ahold of Trang's set, this gets even better.

If you are going for safety and have Marrowalks, then Bone Wall would be a good choice, also allows some more flexibility with AI curses.

If you don't put any skill in mages and have Marrowalks, then the direct damage bone spells may be a valid choice.

...et. al.

There's many choices, but it is really effected by what gear you are playing with.
 
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